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General Tabletop Discussion
*TTRPGs General
5th Edition and the Female Demographic
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<blockquote data-quote="SarahDarkmagic" data-source="post: 5738551" data-attributes="member: 87691"><p>In my experience, women tend to understand a lot better than men what parts of the current gaming content are unlikely to appeal to me and to create adventures, character, and gaming rules that do appeal to me. We aren't talking about appealing to women in general, we're talking about appealing to women who might be interested in playing D&D but are put off by something in the current game or environment.</p><p></p><p>Having more women creating content does two things:</p><p></p><p>1) It sends a clear message that women are a part of the game and community. Women can more easily picture themselves playing the game. I know this from experience. I've lost count of the number of women who started playing and even DMing because they heard I write a blog and now freelance.</p><p></p><p>2) It often provides a diversity of perspectives in the gaming product, making it more likely to appeal to a larger audience, including women. I love 4e, but in the early days it felt too much like it favored one perspective of playing to the virtual exclusion of all others. It's part of the reason I sought out Logan Bonner's works, because his style is much closer to my own. When it comes to D&D novels, I tend to identify a lot more closely with the female characters written by Erin Evans and Jaleigh Johnson than any female character from the books written by men that I've read. I don't need or want yet another male translation of what women want in their games. I'd like some content that is a bit more direct.</p><p></p><p>As for White Wolf, my understanding is that there were also quite a few women designers. Compare that to the number of women who design for D&D.</p></blockquote><p></p>
[QUOTE="SarahDarkmagic, post: 5738551, member: 87691"] In my experience, women tend to understand a lot better than men what parts of the current gaming content are unlikely to appeal to me and to create adventures, character, and gaming rules that do appeal to me. We aren't talking about appealing to women in general, we're talking about appealing to women who might be interested in playing D&D but are put off by something in the current game or environment. Having more women creating content does two things: 1) It sends a clear message that women are a part of the game and community. Women can more easily picture themselves playing the game. I know this from experience. I've lost count of the number of women who started playing and even DMing because they heard I write a blog and now freelance. 2) It often provides a diversity of perspectives in the gaming product, making it more likely to appeal to a larger audience, including women. I love 4e, but in the early days it felt too much like it favored one perspective of playing to the virtual exclusion of all others. It's part of the reason I sought out Logan Bonner's works, because his style is much closer to my own. When it comes to D&D novels, I tend to identify a lot more closely with the female characters written by Erin Evans and Jaleigh Johnson than any female character from the books written by men that I've read. I don't need or want yet another male translation of what women want in their games. I'd like some content that is a bit more direct. As for White Wolf, my understanding is that there were also quite a few women designers. Compare that to the number of women who design for D&D. [/QUOTE]
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5th Edition and the Female Demographic
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